package unimelb.distSystems.game.players;

public class RemotePlayer extends PlayerCar {
    
    public RemotePlayer(long player_id)
    {
    	super(player_id);
    }
	
    /*
    public void buildPlayer(AssetManager assetManager, Node rootNode, BulletAppState bulletAppState) {
        float stiffness = 100.0f;//200=f1 car
        float compValue = 1f; //(lower than damp!)
        float dampValue = 1.1f;
        final float mass = 600;
        
        geo_tool=new geometry();

        //Load model and get chassis Geometry
        carNode = (Node)assetManager.loadModel("Models/Ferrari/Car.scene");
        carNode.setShadowMode(ShadowMode.Cast);
        Geometry chasis = geo_tool.findGeom(carNode, "Car");
        BoundingBox box = (BoundingBox) chasis.getModelBound();

        //Create a hull collision shape for the chassis
        CollisionShape carHull = CollisionShapeFactory.createDynamicMeshShape(chasis);

        //Create a vehicle control
        player = new VehicleControl(carHull, mass);
        carNode.addControl(player);

        //Setting default values for wheels
        player.setSuspensionCompression(compValue * 2.0f * FastMath.sqrt(stiffness));
        player.setSuspensionDamping(dampValue * 2.0f * FastMath.sqrt(stiffness));
        player.setSuspensionStiffness(stiffness);
        player.setMaxSuspensionForce(10000);

        //Create four wheels and add them at their locations
        //note that our fancy car actually goes backwards..
        Vector3f wheelDirection = new Vector3f(0, -1, 0);
        Vector3f wheelAxle = new Vector3f(-1, 0, 0);

        Geometry wheel_fr = geo_tool.findGeom(carNode, "WheelFrontRight");
        wheel_fr.center();
        box = (BoundingBox) wheel_fr.getModelBound();
        wheelRadius = box.getYExtent();
        float back_wheel_h = (wheelRadius * 1.7f) - 1f;
        float front_wheel_h = (wheelRadius * 1.9f) - 1f;
        player.addWheel(wheel_fr.getParent(), box.getCenter().add(0, -front_wheel_h, 0),
                wheelDirection, wheelAxle, 0.2f, wheelRadius, true);

        Geometry wheel_fl = geo_tool.findGeom(carNode, "WheelFrontLeft");
        wheel_fl.center();
        box = (BoundingBox) wheel_fl.getModelBound();
        player.addWheel(wheel_fl.getParent(), box.getCenter().add(0, -front_wheel_h, 0),
                wheelDirection, wheelAxle, 0.2f, wheelRadius, true);

        Geometry wheel_br = geo_tool.findGeom(carNode, "WheelBackRight");
        wheel_br.center();
        box = (BoundingBox) wheel_br.getModelBound();
        player.addWheel(wheel_br.getParent(), box.getCenter().add(0, -back_wheel_h, 0),
                wheelDirection, wheelAxle, 0.2f, wheelRadius, false);

        Geometry wheel_bl = geo_tool.findGeom(carNode, "WheelBackLeft");
        wheel_bl.center();
        box = (BoundingBox) wheel_bl.getModelBound();
        player.addWheel(wheel_bl.getParent(), box.getCenter().add(0, -back_wheel_h, 0),
                wheelDirection, wheelAxle, 0.2f, wheelRadius, false);

        player.getWheel(2).setFrictionSlip(4);
        player.getWheel(3).setFrictionSlip(4);

        rootNode.attachChild(carNode);
        bulletAppState.getPhysicsSpace().add(player);
        player.setPhysicsLocation(new Vector3f(-305, 21.530035f, 175.3f));
        player.setPhysicsRotation(new Quaternion(0f, 0.999f, 0f, 0));
    }
    */
    
}
